
The Great Game:  Russia and England in Central Asia
by Michael J. Daumen
   daumen@mindspring.com


I.	NOTES ON PLAY

	This scenario is designed for the human player to control either the
British or Russian Empire.  The other nations in the game are weaker and not
as advanced technologically.


II.	TECHNOLOGY

	Several technologies are used simply to make certain units obsolete.
Because they have "no, no" as prerequisties, they cannot be traded.

	A few technologies are reserved for creating events during the game.
These should not be traded either.  Russia and England have the technological
advantage, so other tribes should only expect to receive techs as a gift or
through research.


III.	UNITS

	All of the units are documented in the Pedia file, and their stats are
also available by pressing F2.  Unusual ones are explained below:

  A.	Agents are English and Russian adverturers who disguised themselves as
natives to learn more about the region.  They are similar to diplomats in that 
they can examine cities and establish embassies, but not affect units or cities.

  B.	Sepoys are Indians employed by the British East India Company.  They are
good soldiers until the Company starts arming them with rifles lubricated with
the fat of cows and pigs -- an offense to Buddhist and Muslim alike.

  C.	Native Infantry are Englishmen who have "gone native" and are at their
best in the steamy climate of India.

  D.	Highlanders are soldiers recruited from the Grampian Mountains of Scot-
land, renowned for their fighting prowess.

  E.	Ghazis are Muslim fanatics used in the Ottoman army.

  F.	The Russian empire can build serf infantry and regular units.  The latter
have improved hit points and firepower but are more expensive.

  G.	Naval Guns are air units with movement and range of 1 as well as with
"submarine" capabilties.  Thus they cannot move overland or from their cities,
and are used exclusively for attacking ships that come too close (Thanks Hoek
for the idea).

	NAVAL UNITS

	The only ships that can attack ground units by coastal bombardment are 
gunboats, ironclads and battleships.  All the other ships are treated as subs,
and all naval units have no disadvantage in detecting other ships.

IV.	IMPROVEMENTS

	Several improvements have been modified to alter the feel of the game.
They are fully documented in the Pedia file.


V.	THE MAP

	The map includes several new terrains and changes to familiar ones.

  A.	Tundra has been replaced by plateau, representing arable land at high
altitude.  The special squares are Poppies and Groves.

  B.	Arctic has been replaced by steppe, the dry zone of short grass covering
most of the Eurasian plain.  The special squares are Springs and Pasture.

  C.	Jungle has been replaced by dunes, arid regions where travel is especially
difficult.  Special squares are Quicksand (not beneficial) and Oasis.

  D.	Wine, Whales, Buffalo and Peat have been replaced by Goats, Pearls, Cotton
and Salt, respectively.

  E.	Desert squares now costs TWO movement points to enter, and mountains cost
four.

  F.	In addition to the hardships of crossing mountains, impassable Peaks will 
block movement altogether.

	A summary of terrain features appears below.  Note that the asterisk next
to production numbers indicates that they may be improved by irrigation or mining.
Grasslands receive a TWO food bonus when irrigated.

TERRAIN TYPE	  DEFENSE	MOVE COST	FOOD	  SHIELDS     TRADE

Grassland          100%            1             2**        1           0
Plains             100%		   1		 2*	    1		0
  Cotton           100%		   1		 2*	    2		3
  Wheat            100%		   1		 4*	    1		1
Steppe             100%		   1		 1*	    0		0
  Pasture          100%		   1		 1*	    1	 	4
  Spring           100%		   1		 3*	    0		0
Plateau            100%		   1		 1*	    1*		0
  Poppies          100%		   1		 1*	    1*		4
  Groves           100%		   1		 3*	    1*		1
Hills		   200%		   2		 1*	    0*		0
  Coal		   200%		   2		 1*	    3*		1
  Goats		   200%		   2		 3*	    0*		2
Mountains	   300%		   4		 0	    1*		0
  Gold		   300%		   4		 0	    1*		5
  Iron		   300%		   4		 0	    4*		2
Desert		   100%		   2		 0*	    0*		0
  Oasis		   100%		   2		 3*	    1*		0
  Oil		   100%		   2		 0*	    4*		0
Dunes		   150%		   3		 0	    0*		0
  Quicksand	    50%		   4		 0	    0*		0
  Oasis		   150%		   3		 3	    0*		0	
Forest		   150%		   2		 1	    2		0
  Silk		   150%		   2		 1	    2		3
  Game		   150%		   2		 3	    2		0
Swamp		   150%		   2		 1	    0		0
  Spice		   150%		   2		 2	    0		4
  Salt		   150%		   2		 1	    2		2


VI.	VICTORY

	The Russians are the protagonists of the scenario, meaning that it is up
to them to do some serious conquering.  Historically she did not advance at all 
in Turkey (mostly because the other European nations objected), managed to take 
some Persian territories in the Caucasus (as well as split influence in Persia 
with Britian), but annexed most of the Turcoman khanates.  Russia must duplicate
this feat to avoid losing.  Making headway outside Central Asia would be a bonus,
but their primary goals in the region were control of the Black Sea (by conquering 
Constantinople), and a clear route to India should the need to march there have 
arisen.
	Britian's defensive advantage makes draws easier but victories harder. 
In actual history they took over Cyprus, Socotra and the Sind (the arid region in
northwest India with a few Afghani cities), while extending influence to the 
coastal regions of Arabia. 
	As for the other nations, I make no promises that they will prosper.  It
will be difficult to take many cities, never mind not lose any.  What saved these
nations until World War One was Europe's desire that no one nation take exclusive 
control of the region.

	The cities which are x3 objectives are named in CAPITALS.

